\subsection{Game Controllers}
Since the very first game consoles were released, there has been a plethora of different kinds of game controllers. That being said, they have slowly evolved into a more conventional design with similar features and button placements. Today, the leading console manufacturers, Microsoft, Nintendo and Sony, use controllers that more or less provides the same options when it comes to controllers. In the following, we will take a look at the features they have, as well as their minor differences.

\subsubsection{Xbox 360 and PS3 Controllers}
The seventh 
\begin{itemize}
\item \textbf{Input/output}: It has many of the same features as a traditional game controller. However, each of the buttons are programmable and can be adapted to games that require either mouse/keyboard or controller. It also has a touch-surface. Its two touchpads should provide a wide range of tactile feedback as well.
\item \textbf{Social}: Like any other traditional game controller.
\item \textbf{Accessibility}: The controller isn't out yet, so only a closed group of developers have access to it. However, it is supposed to be very open in nature, so it can be implemented in games on all kinds of platforms, such as Windows, Mac OSX, Linux and consoles \citep{steam_controller_video}.
\end{itemize}

\subsubsection{Wii Remote}
MOVE PHILIPS STUFF TO HERE!


\subsubsection{Steam Controller}
In September 2013, Valve announced a new type of controller that, together with their upcoming \textit{Steam Machines}, will bridge the gap between PC games and console games . It is similar to a traditional game controller, but instead of using physical thumbsticks (like e.g. the Xbox 360 controller), it has two programmable trackpads (see Figure \ref{fig:steamController}). Instead of using the common rumble features, it implements dual linear resonant actuators that allows for a wide range of force and vibration in each trackpad. According to Valve, this gives more precise haptic capabilities compared to other controllers \citep{steam_controller}.

At the time of writing, the controller is yet to be released, so how well it performs in practice is unknown.


\begin{itemize}
\item \textbf{Input/output}: It has many of the same features as a traditional game controller. However, each of the buttons are programmable and can be adapted to games that require either mouse/keyboard or controller. It also has a touch-surface. Its two touchpads should provide a wide range of tactile feedback as well.
\item \textbf{Social}: Like any other traditional game controller.
\item \textbf{Accessibility}: The controller isn't out yet, so only a closed group of developers have access to it. However, it is supposed to be very open in nature, so it can be implemented in games on all kinds of platforms, such as Windows, Mac OSX, Linux and consoles \citep{steam_controller_video}.
\end{itemize}



\begin{figure}[htbp] \centering
\begin{minipage}[b]{0.45\textwidth} \centering
\includegraphics[width=0.60\textwidth]{Pictures/Design/Xbox_360_controller
} % Venstre billede
\end{minipage} \hfill
\begin{minipage}[b]{0.45\textwidth} \centering
\includegraphics[width=0.60\textwidth]{Pictures/Design/steam_controller} % Højre billede
\end{minipage} \\ % Captions og labels
\begin{minipage}[t]{0.45\textwidth}
\caption{Xbox 360 controller \citep{xbox360_controller_pic}..} % Venstre caption og label
\label{fig:xbox360_controller}
\end{minipage} \hfill
\begin{minipage}[t]{0.45\textwidth}
\caption{The Steam controller uses haptic feedback in its two trackpads \citep{steam_controller_pic}.
} % Højre caption og label
\label{fig:steamController}
\end{minipage}
\end{figure}